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Player > Class > Playtest > Biohacker > Spark of Ingenuity
Possible permutations and offshoots of your formulas constantly run through
your mind, and in a pinch you can effectively apply your favorite hypotheses
to your injections in the field. Once per day, depending on your scientific
method, you can alter the way one of your injections works. You can do this
one additional time per day at 9th level and at 15th level.
If you are an
instinctive biohacker, you can add the dazzled condition to the effects imposed
by any of your counteragents, in addition to their normal effects. This effect
lasts the length of the counteragent’s duration. Or, in addition to their normal
effects, you can remove one of the following conditions with any of your restoratives:
dazzled, fascinated, or shaken. If you are at least 9th level, you can instead
add the flat-footed condition as one of the effects imposed by any of your counteragents.
Or, you can remove any one of the following conditions with any of your restoratives:
dazzled, deafened, fascinated, fatigued, off-target, shaken, or sickened.
If you are a studious biohacker, you can combine the effects of two injections
into one, expending one use of your injection ability to create and deliver
both injections at the same time. This takes no additional time and enables
a creature to be under the effects of two different counteragents simultaneously.
Both effects last for a number of rounds equal to your key ability score modifier.
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